A Pathfinder Society Scenario designed for levels 12–15.
Using misdirection and misinformation, the Pathfinder Society has cornered a pair of its old enemies—a demoniac and an assassin—in the Five Kings Mountains. However, the two have taken refuge inside a sacred dwarven burial ground sacred to Magrim, and their desperate defenses have stymied the dwarves' initial assaults. It falls to a team of the Society's best agents to overcome these obstacles, avert impending blasphemies, and end these villains' treachery forever.
Contents in Betrayal in the Bones also contribute directly to the ongoing storyline of the Grand Lodge faction.
Perspective: GM'd this last night for a 6 player 12-13 subtier with Hard mode (ranged Magus 12, bomber Alchemist 12, support Shaman 13, dim. dervish Monk 14, feint Rogue 14, melee Hunter 12). Be warned that this is a reasonably dangerous scenario to begin with.
So, once again, the Society is after one of its more dangerous enemies that just won't stay dead. The scenario is true to what we know of previous encounters with him: Expect a challenging dungeon delve. As an added bonus, depending on player decision, closure for one of the factions from the past.
I thoroughly enjoyed the setup of most of the encounters, some of which are upgrades of classic encounters that manage to be surprisingly dangerous without 'cheesing' it. The boss encounter felt satisfying to run, and the players had to really fight for their victory.
A lay-out recommendation that I'd be interested to see followed up for such complicated combats though, are all passive effects (e.g. environment, auras, constant area abilities, etc.) summarized in a table in the encounter block or something like that, instead of hidden within a monster stat block in the appendix.
I must also compliment the hard mode setup for the scenario. The choice to not simply add more enemies, or add spiteful abilities as was done in the past (season 4 or 5), but with interesting additional (in some cases reasonably scary) abilities that will cater to an expert party without creating a feeling of resentment.
But be warned that this scenario, even without hard mode, will probably run long.
Now to pick which seeker goes - the one with an axe to grind with the Demoniac or the one with the axe to grind with the KILLER of his original faction head...
Now to pick which seeker goes - the one with an axe to grind with the Demoniac or the one with the axe to grind with the KILLER of his original faction head...
An exasperated sigh from somewhere in the vicinity of Port Peril.
"Just had to go 'n hide under a bleedin' mountain...couldn't be bothered t'think of us sea-farin' folk who have t'leave their ships behing and trudge ashore t'go shoot a bastar...er...fellow or three..."
Who let Tom Phillips write a scenario outside the Gloomspires!? Get back to your post and finish up your series!!! I need to know what happened to Sevenfingers!! *Whip cracks*.
(I'm totally kidding by the way, I'm sure this is going to be awesome, I just hope I can actually get a character to seeker tier for this.)
Need the services of a mountain dwelling assassin hunter? Because he's been itching to avenge a certain faction leader since one of his earliest adventures...
Are there any scenarios that people would recommend playing before this one for backstory purposes?
I've yet to play it, but the information suggests...
Spoiler:
The Demoniac is either Tancred Desimire or Venture Captain Thurl:
#4-09: Blackrose Matrimony (Tancred)
#4-13: Fortress of the Nail (Tancred)
#5-00: Siege of the Diamond City (Both)
#5-09: Traitor's Lodge (Thurl)
#5-25: Vengeance at Sundered Crag (Both)
#9-00: Assault on Absalom (Thurl)
The Assassin is Pasha Mualia-Al-Jahim (apologies on spelling):
#2-21: The Dalsine Affair
#6-11: The Slave Master's Mirror